Nov 30, 2023
The Isle - Punchpacket
FTessaro - Lead Programmer
It’s been another busy month spent working hard to release Gateway, which included several adjustments because some of the new mechanics weren't ready in time, so they had to be removed.

The remaining efforts were focused on moving forward with some new additions to the game, but also to have the first post-Gateway patch released as soon as possible. However, some work in progress systems are:.

  • Tyrannosaurus crush ability. It would be a mix of Pounce and Lunge, having different behaviors depending on the size of the target.
  • Burrowing. The mechanic has been updated with proxy meshes for testing and adjustment, some design decisions are to be made, but the mechanic should be finalized as soon as we set the final choices.
  • Mutations. Mainly the mechanic is done, but not all designed mutations were added, we can do that overtime so we have better balance applied to them. In that regard, we are allowing Server Owners to customize the values of each mutation, also enable/disable them all or just a few, all through server configs.
  • Pounce has received some updates to the new Grapple system (disabled for release), also some balance changes and an important change: Pouncing the front or the back of a big target won't connect (latch) anymore.Instead the Pouncer will perform a claw attack doing small damage. In order to latch on the target it needs to be attacked on the sides. This change applies to Troodon as well. Latching from the front was initially implemented to assist players having a difficult time landing successful pounces but we feel is not needed.
  • Balance Updates. In general more balance changes were made to several abilities and mechanics.
  • Several bugs were fixed including the ones reported by stress testers, not only QA.

Thanks everyone!


Ariel - Programmer
I started the month setting up the new migration and sanctuary scent icons. On the topic of scenting, it is now possible to do it when crouching or resting as well. I also did some experimentation on human weapons, but that’s something that will be worked on properly a bit later on.

The diabloceratops also received some improvements to be more reliable and convenient to use. It has a sidestep action when sparring to quickly get around each other which was previously done by tapping a direction key, but we moved it to the spacebar to be more user friendly. I was also able to make the movement faster when locked together so pushing each other worked much better, it was quite challenging in a networked environment. The camera is also locked to the front now, it helps make it more focused on the interaction. I also started working on a new action, running into the side of another diabloceratops lets you push them around a bit differently. That one is still work in progress though.

I also made further progress on the herrerasaurus. The branch snapping system is being improved with more trees being supported and the movement working better in general. The jumping indicator also shows when you would break your legs from jumping now. Fracturing your legs is something you would really want to avoid, so it should be quite useful.


VisualTech48 - Environmental Artist
Humans. Yes. Humans. This month has been on humans and the extension of their presence on the island. Soon you’ll find the new aquatic fences when they are finished up, which will be the start of shaping up aquatic gameplay..

As well to further the future human interaction and gameplay loop, I’ve designed our new keycards. This card is WIP and it might go through some changes.



Earlier this month, I also finished our new door kit, which consists of a wide array of door types, which represent proper indoor and outdoor doors, so you can distinguish them easier, just by their look and bulkiness.





Besides that I’ve been busy with small additions to our human environment which will be revealed as we populate more places with human stuff, so stay tuned for that!

That is it for me this month, see you next month!


Tapwing - 2D Artist
This month (outside of some icon edits) I've been working on designing two types of cloning tanks, one for large to medium specimens, the other for small and some splash art to showcase them. Full on large scale painted illustrations are intensive enough on their own, but these also needed to be layered in a way that different creatures could be easily swapped in and out from the tank without it looking like it was simply dropped on top of the canvas and where the lighting layers would still ‘play nice’ with any newer additions to the painting.

Not just a fun piece to look at but both will be getting their own design sheets as well so they can be turned into a 3d asset for the labs.


Bryan - Animator
Just capping off the last of the monkey gator animations this month before I move on to the next beastie. But in other news, Maiasaura got a nice rig update and we’ll be able to spin up the big cow for some work pretty soon. Always liked working with Hadrosaurs, they’re pretty satisfying to work with so I’m looking forward to that.




Wedge - Sound Designer
This month the majority of my focus was on sounds for Dilophosaurus’ venom mechanic.
After concepting a few ideas for both the ambience and the sound to go with a hallucination dissolve visual effect, I compounded what worked into a singular design for both sounds. With the sounds designed, a large portion of the work was how the ambience was to be implemented. The ambience is split up into layers which are either introduced or removed as the victim progresses through stages of envenomation, becoming more claustrophobic as it reaches stage 3. The existing natural ambience is effected to compliment this feeling, with some ambience sounds still audible at stage 1 and slowly being removed until none of the original ambience remains at the final stage. Audio effects were set up, blending existing sounds such as the original ambience as well as vocals that occur while envenomated into the new venom ambience, helping along the spooky atmosphere created. To cap it off a sound which plays a random selection from an array of Dilo’s vocals, mostly choosing from its shorter gurgles, hisses and coos as well as its distinct venom laugh, to replace the ambient one shots. These are processed with slightly different effects to sell the ethereal nature, blend with the final soundscape, and confuse its victim in turn ramping up the tension.

After finishing the venom ambience I moved on to Herrera vocals, where I have the majority of its pain reaction and attack sounds done as well as a few other supplementary vocals. Designing as much of its sound palette as possible will be carried forward into December as my sole priority.

Aside from my main two tasks this month I also managed to work on a few smaller improvements and additions. I did another design pass on Diablos threaten call, improving all the vocal layers as well as adding in an impactful snap of its beaks. Sounds were added to Dryosaurus’ new directional attacks; however its vocal sound is likely a placeholder until a bespoke sound can be designed. The pulsing bees sound I made a few months ago have also been added in, initiating when dangers to animals that have taken sanctuary are near. Finally I also made use of the system that changes footstep sounds based on terrain to also do the same for body impacts, this not only applies to body falls from knockdowns but also landing from jumps or falls as well. And of course plenty of bug fixes to go along with all this too.


hypno - QA Lead
This month QA have been hard at work continuing to test Diabloceratops, Dilophosaurus, and Herrerasaurus. The latter two are nearing completion. All we need to do is a bit of balance testing, add a few assets and fix any lingering major issues, then they’ll be prepped for release.

One of the more interesting bugs that has occurred is the dilophosaurus’ head growing to a massive size when dragging a corpse. Here’s what that looked like…



Herrerasaurus seemed to be very keen on throwing itself head first into the mud pits until recently as well…


Diabloceratops definitely needs to work on its cardio…



KissenKitten - Producer
Hmm, mostly been bug fixing, polishing some outdated concepts/content and a ton of reviews. Stegosaurus mechanics got approved so that’s nice. Grapple has a framework. I think we touched on it before but the TLDR is size doesn’t mean everything.

We’re glad to see how you all are taking to migrations and sanctuaries as a whole. Which largely has been accomplishing their intended goals. Expect to see more sanctuaries as we planned way more than what we released with. The concentrated sanctuaries as a test have yielded valuable information. Naturally, the features we release will require edits and review as we continue fleshing out the experiences we want players to have. There have been some changes to stamina that you’ll hopefully be seeing soon. But don’t get too excited. While the stamina regen is indeed heaving hitting, as was intended and although we will be making adjustments to it, stamina is going to remain an important resource in The Isle that needs to be managed well. Sprinting everywhere is not what we want. These changes have slowed things a bit and we are pleased with that aspect but still need to work on finding the sweet spot.

The herrerasaurus and dilophosaurus are shaping up nicely for their eventual release. Just needing some polish in a few places to get them fully tested and play ready. The herrera may get a few placeholder sounds if it ends up running too long production wise. So glad for big features to be less common all at once.

For myself I have enjoyed being able to work on ironing out some animation inconsistencies that have been long standing to help improve the smoothness and feel of the characters. I’ve been working on some ground based locomotion for the pteranodon in preparation for some changes it’s likely going to undergo playstyle and overall thematic wise. Pteranodons were supposed to be dogfighting and stealing from each other originally. Among other things.

The deinosuchus has also needed some love. The swimming is not nearly as smooth as I find acceptable so I’ve also been able to touch on some of that. It has been a long time coming for me to personally have time to devote to those kinds of additions/changes so I am just glad to be entering into more of a polishing era for once rather than plowing through a stack of animation sets across the roster. So expect to see some things altered, smoothed out or replaced entirely.

The maiasaura has had some establishing poses made and the animation team is about to begin chipping away at it. I enjoy working with hadrosaurs the most as they are usually by far the easiest to work with and you can’t have a game with dinosaurs and not have a hadrosaur. They really are painless. Hopefully not famous last words because we would like to preserve the biped/quad swap and that may end up being a lot of work. So we’ll see.

The diabloceratops is still in testing. We really want to hit the nail on the head with its mechanics and all the animations it takes to make it pop. Upside being as soon as we do finalize that animation list and the functionality, the triceratops will already have its path laid out. We’re trying to hit multiple ceratopsian birds with one stone.

As a general PSA please keep in mind, room needs to be made to have something to work/build towards. Some baselines are going to feel rough because they are but may have ways of mitigating them through proper gameplay. Building a digital ecosystem is challenging and it takes time to fully see the impacts of sweeping systems. That’s pretty much the month as a whole. I’ll see what I can do as far as getting replay polished up for the next update but don’t hold your breath on that cause we do have a fair amount of bugs to tackle and loose ends to tie up before break. We don’t want to leave you hanging for the holidays if possible. Anyway, that’s all for now. Toodles!


The Isle - Punchpacket
Hey Islanders,

We are now deploying Gateway to the EVRIMA branch. As outlined in our latest DevBlog, our current live version (Spiro, 0.11.59.04) will be moved to its own branch for a limited time. This move is designed to accommodate players who do not want to partake in active development but wish to continue playing the game on the previous stable version. Once Gateway's gameplay loop is assessed internally as stable and within the intended vision, we will drop support for 0.11.59.04 and return to a unified EVRIMA branch. All Official Servers are also transferring over to Gateway.

As always, you may need to restart your Steam client if the update is not immediately available to download.



Server Owners that utilize Gateway will have to make adjustments to their configuration files. Below, you'll find an example illustrating the required format for your Game.ini. Please note; You also have to use the appropriate depot when hosting for a specific map.

spiro0.11.59.04 - Server branch for Spiro
evrima - Server branch for Gateway

[/script/theisle.tigamesession]
ServerName=Official Evrima - EU 5
MaxPlayerCount=100
MapName=Gateway
bServerFallDamage=true
ServerDayLengthMinutes=45
ServerNightLengthMinutes=25
bServerDynamicWeather=true
bAllowReplay=false
bQueueEnabled=true
bServerPassword=false
ServerPassword=xxxxxxxxxx
bRconEnabled=true
RconPassword=xxxxxxxxxxxxxx
bSpawnPlants=true
bServerWhitelist=false

[/script/engine.gamesession]
MaxPlayers=100


0.12.51.02

Additions
- Added new map (Gateway)
- Added new mechanic: Migrations
- Added new mechanic: Sanctuaries
- Added new AI: Sanctuary Bees
- Added weather
- Added new environmental material effects to dinosaurs
- Added new UI icons
- Added sanctuary (red) mushroom
- Added AI herds
- Added new edible plants: Jackfruit, Banana, Brazil Nuts, Dulse
- Added pushable gates/doors
- Added config option to toggle AI
- Setup new stamina regen during resting
- Setup damage outputs being modified by a player's health
- Added beipi nest animation
- Added new ram impact foley sound
- Added input release to digging so players can interrupt the ending animation
- Added required restarts to certain graphical options that failed to update without them


Balance Changes
- Slightly lowered carnotaurus attack rotations
- Increased some alt attack trace sizes
- Updated cerato bacteria gain values
- Set stego plates and hypsi eyebrows to not block penetration checks
- Enabled dryo evade when sprinting
- Adjusted charge and headbutt interactions
- Added the weight of all pouncers as a check to be able to sprint when being pounced
- Returned stamina cost for alt bites to all animals, besides deino
- Reduced damage output if a player is out of stamina
- Using direction attacks to substitute movement when bleeding now results in proportional drain to the animal's blood pool
- Adjusted stegosaurus growth times
- Adjusted deinosuchus growth times
- Added 20s cooldown to carnotaurus charge
- Globally reduced stamina costs for attempting to pounce and successful pounce states (latched, pinned)
- Removed initial bleed damage on pounce
- Updated all animals buck stamina damages
- Reduced stamina cost for headbutt and tenonto attacks
- Increased all hatchling/juvenile nightvision ranges
- Removed stamina regen boost from diets
- Adjusted nutrient slot fills so overeating is no longer required
- Adjusted cerato scent ranges
- Reduced stamina cost for bucking off latched players
- Reduced pterodactylus damage
- Increased pachy bleed resists
- Added stenciling effects to deinosuchus's underwater nightvision


Enhancements
- Engine version update
- UI updates
- Landscape shader updates
- Foliage shader updates
- Improvements to pounce animation visuals
- Disabled walking off ledges when standing on foliage
- Vocals and environment sounds improvements
- Updated omniraptor movement animations
- Improved corpse trashing trigger
- Setup day and night lengths to be modified using ini file
- Improvements to pachy ram hit detection
- Vocal calls take several uses before they start to fall in power
- Disabled resting in knee deep water
- Set skin variation to be saved and also exportable/importable
- Improvements to river, lakes and mud pool collisions
- Avoid hit animation when pinned
- Added cooldown colors to charge indicator
- Adjusted crab carry location
- Adjusted sea turtle pounce locations
- Adjusted boar carry position
- Made herbivores and omnivores adjust animation based on its location in relation to the player mesh
- Improvements to fracture animations
- Fixed rotten food not properly giving nutrients
- Updated night vision
- Added brightness curve for night vision
- Reflective eyes added to night vision
- Updates and fixes to fruit math regarding weight
- Fireflies now disappear properly during the day
- Made migration zones show up immediately during scent without having to hold the input
- Reduced intensity of galli feed vocal sound
- Adjusted hypsi footprints size
- Adjusted stego footprints size
- Adjusted organs giving little food/nutrients
- Avoid system spawning plants on big slopes
- Avoid trees being scented, rather than their fruit
- Made debuff nutrients such as cannibal/mushrooms decrease as fast as hunger.
- Block any kind of pickup during charge
- Changed admin panel input name from "Players" to "AdminPanel"
- Increased rate at which pachycephalosaurus eats and drinks


Fixes
- Pounce is no longer interrupted by directional attacks
- Fixed graze still being able to activate while sprinting
- Fixed Ptero using carry and drag anim froms Ptera, causing stretching
- Fixed tenonto default skin
- Fixed some foliage collision
- Fixed galli's environmental alert sounds playing outside of the jungle
- Fixed galli mobilize vocal not having an animation
- Fix to certain diets affecting bleed and health decay
- Fixed not being able to drop a turtle after carrying it
- Fixed deer carry offset
- Vocal sounds will now be heard in replays
- Underwater post process now displays correctly with replays
- Fixed gore scaling in a players mouth if they grew
- Fixed certain blood decay math
- Fix the grab high animation being canceled by certain features
- Fixed galli kick uncrouching when holding something
- Hypsi is now properly set to protein instead of lipids for troodon and ptera
- Fixed tiny footsteps inaudible in deep mud
- Fixed attacks not canceling buck
- Fixed getting interaction hints when latched
- Fix to small deino lunge causing target to be forced out of resting
- Fixed players being able to swallow debris
- Interaction hints do not activate when a player is latched onto a pounce target
- Fixes to blood vfx
- Fixed sliding not working properly
- Fixed ptera not using stamina for takeoffs
- Fixed meat chunks not giving nutrients if a juvenile carnivore swallows them
- Fixed stego 90 degree alt attack resulting in movement lock
- Fixed beipiaosaurus, pachycephalosaurus, and stegosaurus knockdown configuration.
- Fixed swallowed corpses scaling with the player
- Fix to vomit trace
- Fixed input lock if swallowing while vomit sickness is active
- Corpses can no longer be swallowed repeatedly
- Fixed grazing while moving not locking camera
- Fixed crouching deceleration
- Fixed camera lock while grazing causing player to move in circles
- Fixed ptera animation issue when landing
- Fixed not being able to activate hypsi spit while running
- Fixed rotten food not properly giving nutrients
- Fixed ptera vocal blending when flying
- Fixed morphs for dinos with subadult stage
- Fixed troodon jump attack sound not crossfading by age
- Fixed weather desyncs
- Fixed replay cooldown starting from start of recording
- Fixed river spline collision mismatch between server/client
- Fixed certain exploits that allowed spamming of directional attacks
- Fixed organ interaction and rot rate values
- Fixed issue with schooling fish scale increases
- Fixed organ weights being too heavy
- Fixed flung animations getting stuck in a loop
- Fixed carno slide animation after charging
- Fixed water splash VFX scale on tiny creatures
- Fixed boars not attacking
Oct 31, 2023
The Isle - Punchpacket
FTessaro - Lead Programmer

This month I have been working mostly on getting Gateway sent to the public while also doing more work on upcoming mechanics.

Most of time was spent working on several different approaches for migration, different design or technical needs to make the system more robust. Several options are going to be made accessible for community servers, so they can customize migration to their liking. Stress Tests have been great to not only find faults in the procedural system, but also balance it better after patching any holes in design.

During this time some bug fixes and improvements were done for weather as well. It should fully replicate properly and the changes in weather should no longer be immediate.

With the introduction of Gateway and the stamina system, we had a lot of balance adjustments to make. There is a global reduction in stamina consumption across all animals and a lot of per-species adjustments that were made in order to keep certain species viable. We still have more to do, but for now those balance changes alleviate most of the concerns till the next robust release.

For the main branch of production I continued working on mutations. It is nearly feature complete and we can keep adding more and more mutations over time, both up until and after the release of the mechanic. Also finished up working on dilophosaurus venom. It has a few other things necessary for release, we are ready to begin testing on it.

Besides all that. I have been working on the “Pounced-to-Pinned” transition that we call Grappled. The internal testing and animations testing have gone really well, so this would bring an entirely new aspect to pounce type mechanics, giving new options for strategic combat.


And lastly, the usual balance changes and bug fixes. See you next time!


dmIV - Programmer

I worked on various different things this month, starting with my personal favorite, the herrerasaurus. With the aimed jump system players are encouraged to jump more than other species, so for now we removed stamina cost from small hops, although we will have to test carefully to see the best balance settings. The dinosaur had many of its values tweaked over time to get the best results to make sure climbing feels and looks great across all kinds of surfaces, but I finally found a solid solution to a certain jittering issue that’s been bugging me. I also enabled swallowing while latched on to a wall, which could come in handy.

We use a framework to manage our character abilities and attributes. While it works great for the most part, there was some room for improvement in terms of data usage. So I ended up replacing some of their built in solutions with our own ones that don’t send any more data than necessary. The biggest improvement is where characters deal damage to each other, which is arguably the situation where you’d want to have the least amount of lag when playing. The changes will need to be tested properly, so they didn’t make their way to the Gateway test branch, but it’s something to look forward to.

The team also did some internal testing for the diabloceratops. There are several adjustments to be made there, so I got back into focusing on that dinosaur. You can now move while blocking and you also have increased protection against attacks that can knock down or stagger players.


Wedge - Sound Designer

The first half of this month my time was focused on creating all sounds for Dilophosaurus during its juvenile stage, pitching up the sounds used already for the adult stage, making fine adjustments and replacing layers that did not achieve the right feel for this creature when pitched up. I also worked on the sound effects to prototype for Diablo sparring, I ended up creating 3 elements that will be used in combination to create the sounds of these creatures’ locking horns. Firstly, a loud and hard impact with the additional connection of the horns is used for the initial locking as they begin to spar as well as the ram attack during a sparring bout. Then a collection of lighter knocks and scraping sounds of the horns have been created to use as they come into contact as they push and struggle against each other. These sounds will be used modularly for all Ceratopsians sparring, however what I have only covers the size category of an Adult Diabloceratops and these sounds need to be scaled for multiple size categories in preparation for when I come to work on the juvenile Diabloceratops and in addition the Triceratops.

The second half of this month I was focused on making adjustments and improvements in preparation for Gateway’s release, including ambience improvements, reducing the range at which vocal calls can be heard slightly and focusing on a final quality pass on Pterodactylus’ sounds.

I am also currently working on a number of sound concepts for Dilo’s venom mechanic, an ambience to homogenize with the visuals, heighten the tension and sonically isolate the envenomated player from the soundscape of the island. Additionally, a sound is needed for the hallucinations disappearing so some designs are in the works to really sell the undulating and morphing quality of this effect. More on this next month.

Finally, I have been working on herrerasaurus’s attack vocal sounds. With its calls having been created a while ago; I had established the identity of this creature as it is introduced to Evrima, taking the bellowing personality it’s known for and adding some character and individuality to it. With this in mind to help steer the design process I have created sounds for both its bite and attack which stay relatable to the established identity but scaling back on the weight behind these sounds to conform with the creatures’ size and allow its calls to be grand and pronounced by comparison.


VisualTech48 - Environmental Artist

This month is gun month. It has been a really long month but a month in which I will bring you more news about humans and their weapons.

We’ve designed all of the weapons to have interchangeable attachments, as we have standardized our rail, so this of course will apply to all future weapons as well. This means that any guns designed can have interchangeable attachments. It may fictionalize a lot of real-life counterparts but it mitigates the odds of never finding the appropriate weapon attachment, which in many looting games can feel like a chore.

This month we have a fully finished .357 revolver. It has been quite an interesting weapon to design and create. We’ve made special attachments to it such as the grip. With the exception of the name, it is otherwise finished.

*Keep in mind that all of our weapons are still subject to minor changes.




Besides that, I’ve been working on modular kits for the map as well, creating various additions such as stairs, and working to get the building shaders overhauled with our shader artist, Ikarop.

Lastly, an image of our shotgun for fun:



See you next month folks.


Seiza - Video Editor

Besides some First Person Prototype videos, I've continued to focus on our Apollo Engineering software video format. Since we will create content and lore videos with this format more often in the future, it is important to try out some concepts and especially to define guidelines. As well as the familiar login screen and boot menu I also created concepts for a global archive, a chip tracking system, a trail cam and monitoring camera system.

You can see the first video in which we were able to combine the presentation of a new species and The Isle Lore here:



Additionally, planning for the most important and biggest video project so far has started, the Steam Page Trailer. It's still a bit early, but this trailer is meant to showcase all of the work that’s been put into the game since the EVRIMA branch as it moves to the default Isle experience. There’s so much content to work with and it requires a lengthy planning phase. I am incredibly excited about this project.

Since the content from the LIVING ROADMAP will be released separately, many have asked how we will now manage the update release trailers for it. We will not create release trailers for every piece of content that is released, but we will do so when enough content has been gathered. Gateway will not get an unnecessary release trailer, but will be presented in a later trailer with other content.


KissenKitten - Producer

Hope you all have been enjoying the public Gateway testing. October has been a whirlwind for the team but a good one. Lots and lots of testing teamwide in preparation for the official release of Gateway to the public. As has been mentioned before and I will reiterate now, since we have laid a large swath of the foundational features/mechanics necessary, we are moving away from large scale releases and going to be entering more iterative releases. Which will have the added benefit of getting more frequent content to the public as well as getting more feedback and testing for development.

This month has been centered around getting Gateway in a decently playable state so survival is possible as well as integrating the Migration System. Which is intended to get players moving around the map a bit more frequently and should help create encounters with other players that feel more natural and spread out rather than constant and concentrated. The Migration System should also provide a fair amount of customization for server owners so they can tailor it to the preferred environmental desires. The next thing coming along soon will be Sanctuaries. Which are creches of sorts. Sanctuaries provide juvenile players greater survivability against starvation due to map size and a reprieve from larger animals as well as providing moments for exploration. But be very aware that while sanctuaries are aimed at increasing the survival rate of juvenile players and being fun to explore, they are not without their own dangers and are not going to make you invulnerable or keep you off the menu. Your time within a sanctuary is also limited. Overstay and death may not be far behind. Enter and exit cautiously.

The playables have been undergoing a lot of changes and iteration as we establish the basis of what climbing, sparring, hallucinations etc will look/play like from a foundational perspective. Some of the features you’ll see show up for a specific species may show up in small or large parts for other species as well. Sparring is a good example of that as that system will be shared among most if not all ceratopsians. With the visuals and some interactions varying based on species. The diabloceratops has been feeling pretty good lately even with a lot of its intended functionality missing. I’m personally pretty excited to get it into your hands. The same ideology applies to climbing. While the herrerasaurus may specialize in that action, other creatures may incorporate part of that system into their own gameplay as well. Like the hypsilophodon for instance.

All of the above brings me to Grappling. Grappling, which was previously Pounce to Pinned internally, is a feature that allows pouncers and grapplers more combat effectiveness against even the largest targets. An example of a pouncer would be the omniraptor while a tyrannosaurus or allosaurus for instance would be more of a grappler. Much like can be witnessed in nature today, large animals can be brought down onto their haunches as they become weakened or overpowered. Eventually resulting in them being pinned to the ground. Spelling doom for most. This makes pouncing and grappling carnivores a threat to creatures that may individually be well outside of their size ranges. This feature is being worked on in preparation for even the largest animals on our roster to be brought down if a pack is skilled and coordinated enough to whittle them down. Size does not mean everything. The Isle is never truly safe for any creature. Exercise caution against dangerous game. It still won’t be an easy task.

The triceratops is well on its way towards animation completion, we’re also making some quality of life changes to some animations here and there as well as preliminary implementation of long dormant features like jump attacks. The pterodactylus is also getting some new interactions (and slight nerfs lol). The next playable you’ll be seeing is going to be the maiasaura which I’m personally excited to work on as you can’t have a game with dinosaurs without a hadrosaur. That’s all for now. Happy Halloween!




Director’s Commentary –

Hello Islanders,

Upgrading to UE5 while also pushing forward new content has proven quite arduous but we are (relatively speaking) at the finish line for porting that content over. The embargo on Gateway was lifted, so I hope those of you that have had an opportunity to play have found our work enjoyable. The testing will remain up as we finish up the smaller details that are necessary to fully move the map and content to a public release.

As it has been impressed upon by myself, we are trying to move content out faster. The Gateway build will be patched to the EVRIMA branch once the last of any unforeseen technical issues are addressed. This is a relatively large drop of content and it goes without saying that almost always something goes wrong, so in preparation, the current active build of EVRIMA (0.11.59.04) will be moved to a temporary branch for those of you who do not wish to partake in the active development of content and simply want to play the game. Once Gateway's gameplay loop is assessed internally as stable and within the intended vision, we will drop support for 0.11.59.04 and return to a singular EVRIMA branch. There's no time like borrowed time.

I'm sure many of you have already seen previews of the sparring system that is being introduced alongside the diabloceratops. This mechanic is being created to span across as many of the ceratopsians as possible, including cross-species sparring so long as the two animals are within an estimated 20% weight differential. However, this system is also going to be functional for the tyrannosaurus and a few other projected theropods. Not only will they be able to lock up and fight with a ceratopsian, but they will be able to lock up and fight with one another.

Gen 1's have gone through many changes since we've begun concepting playstyles and intent. I'm happy to say their first playable archetype has been fully through the concept phase and can be moved into production. Attached below are some of the pieces used to dictate the design direction, including two different head customization types we intend to support. We went through many body types, head styles, and skin features to capture a creature that is very clearly non-human, but retains customization features indicative of a standard humanoid character. In the future, we hope to provide a myriad of head and body choices for a player to make this incidental abomination of science feel like their own.







Other than that, I've been working on refining the direction of the game's lore items and presentation nestled somewhere between analog horror and traditional text-based storytelling. It's been very enjoyable to work alongside Seiza, Tapwing, and Fred as both in-game documentation and videos are templated. It has not escaped my notice that a large chunk of the community is ravenous for story-telling and have created some incredibly fun theories and fan videos inside the game, so I will be providing some of the resources that were created for use in-house, including the guide-sheets we use for upcoming "in-universe" videos and the templates for dinosaur glance sheets and species specific character sheets. They should arrive within the week in the Phase Three channel and I hope they find some use with the loremasters among you.

- Don


Sep 29, 2023
The Isle - Punchpacket
FTessaro - Lead Programmer
This month I worked on several fronts, while also working on improving the Spectator Mode for the public Evrima branch of the game. We also fixed a few small problems server side, and introduced the new Vomit Sickness.

Like last month, I’ve cut my work into topics for easier consumption:
  • Implemented more mutations and fixed a lot of related bugs. The mutations are made in a way that server owners can enable/disable all mutations, or enable specific ones and more: They can customize the specific values of the individual mutations, allowing a wider range of customization for community servers.
  • New resting curves were implemented, still under work in progress balance wise, but now the longer you keep resting, the faster it restores stamina, health and blood.
  • Other balance changes were added, such as stamina affecting damage output, and the addition of “Wounds” (not visual), which lower your health as well as certain stats, such as health regen, stamina regen, damage and more.
  • The Dilophosaurus Hallucination System is mostly finalized, we are just adding some extra effects and balance adjustments.
  • Several members of the team worked together this month to reduce memory usage of the new map (Gateway), especially server side. We managed to reduce its memory consumption by about 50%.
  • A heap of Migration tweaks and bug fixes.
  • Locational effects improvements and bug fixes.
  • Setting up final assets and systems for the new playables.
  • Several bug fixes in all areas and QOLs.
With the Stress Test now live we can finally gather the data we need to balance and adjust the map accordingly, so we can release it asap. See you next month!


dmIV - Programmer
This month I’ve been focusing on polishing the upcoming playables and fixing related issues. The herrerasaurus climbing is becoming more and more reliable, I found some networking related jittering that I also managed to smooth out. I also set up the special resting animations that are used when positioning yourself on thin branches. The animal was also given a new diving animation, we expect players to spend a lot of time up in the trees and jumping down into water can be a good way to dampen your fall, assuming you don’t jump into the jaws of a deinosuchus.

I also gave the diabloceratops some love, it now takes reduced damage to its head and can use its block ability to reduce it even further. I extended the dryosaurus’s dodge charge indicator to support a more generic functionality, it is now also used to indicate how many sparring abilities you can activate and also show their cooldown.

Finally I made some developments to the growth system. Our aim for the current apexes is to have a relatively faster growth in the beginning, and then significantly slow it down as you get older. There were a couple things that had to be adjusted, but it’s all set up now and hopefully it will lead to a rewarding experience.




Wedge - Sound Designer
This month I’ve been working on designing vocal sounds for both Dilophosaurus’ and Diabloceratops’ unique abilities.

I have made a handful of sounds, alongside Dilo’s menacing laugh that I made previously, for its venom mechanic. Initially I created a unique Threaten call for envenomation that can be heard before a hallucination initiates its attack, a layered shrill shriek, with a hissing rumble and a throaty roar. Additionally, there are some more comparably subdued but intimidating sounds, including some variations to its laugh gurgles and growls, and a couple of unique hisses, one layered with a trilling shriek.

For Diablo I’ve created a suite of grunts, groans and exertions for use when locked into a sparring match, emphasizing the struggle of strength between them. In addition, there are some more bespoke sounds used while sparring for ramming, being rammed, flipping, being flipped and trampling.

I’ve also started working on the foley needed for sparring, so far I’ve created a hard knock of horns clashing as they collide from a ram attack. Additional contact sounds need to be made for when horns interlock or come into contact outside of the ram attack during the sparring bout.

More sounds may be required as these mechanics are iterated on and progress to the final result, but with the majority of the work near completion for these two animal’s sounds I’m looking forward to moving on to Herrerasaurus very soon!


Bryan - Animator
It’s been a marathon of T.rex animations for me over the last week, it’s got a full locomotion suite done, all 114 animations just for walking, trotting, running and all the wounded variations for them across all the life stages the Rex goes though, which is more than usual because Tyrannosaurus is a very weird beast that just had to be different from all the other Tyrannosaurids.



Aside from that, we’ve got the look for Herrerasaurus’ climbing squared away and with Rex out off my plate I can focus on getting its climbing suite done as well. Sure Herrera isn’t exactly built for climbing, but then that’s just part of the challenge for getting it to look believable. Chances are you’ll have other things to worry about when you look over the edge and see one skittering up at you anyway.


KissenKitten - Producer
Gateway stress testing is again underway along with the corresponding changes we make based on feedback. The new playables are being put through their paces so they’ll be ready for their debut in stress testing at a later time. The dilophosaurus is getting some accompanying effects that you’ve likely seen the placeholders for on stream that will make its venom something you’re going to want to avoid. The herrerasaurus is getting some animation smoothing and swapping out of any problematic proxies. The diabloceratops sparring is going to be aggressively tested since we need to make sure the flow of battle feels right no matter what you’re facing. As they will be in direct opposition to other ceratopsians as well as certain large carnivores that specialize in hunting horned prey. The tyrannosaurus and triceratops are slowly lumbering their way into the spotlight and doing so in imposing fashion. Both need to be super solid as they’ll be some of the most formidable animals in the game and we really want to nail their gameplay and aesthetics so you feel properly powerful overall and not just a higher damage model swap. Fingers crossed! We’ve also been working with mutations and rounding out the gameplay loop for the dinosaurs as a whole. Hope you’re ready to be a feeble or ferocious grandparent.

This month has also included some quality of life changes across the board. Some you’ll notice sooner than others. But the keen-eyed may have spotted some of them on stream. Some examples include changes to certain species animations and changes to their fluidity of movement. The goal being to remove some of the jank the characters have had for a while now. Also changes to nightvision, weather, sound and more. The outlying creatures are also being pulled in line with the rest of the roster. Like the dryosaurus, hypsilophodon, deinosuchus, stegosaurus etc so they’ll have the same level of completion intent as the rest of the roster. Like directional attacks and over time, their other mechanics. There were several other features for some of the playables that had to be cut for expedience sake that we can now begin devoting time to. Yes, we’ve been working on burrowing. We’ve made promising strides in that direction and I’m pretty excited about it. There’s also some R&D in relation to pounce and how we plan to expand on that feature so pouncers feel more deadly even to larger, more powerful animals. Shouldn’t be too hard for those of you familiar with large predators and their large prey to guess what that is but more on that after testing proves successful. Humans have also been getting a lot of love this month from the design and animation teams and are shaping up to be something we feel will be an enjoyable and pants pooping experience. That’s all for now.

Sep 4, 2023
The Isle - Punchpacket
Hey Islanders,

In this small patch we've introduced a rework to the vomiting mechanic and introduced a "sickness" status effect. The patch notes contain a more detailed breakdown of these additions. We are aware of and continuing to investigate the ping issues affecting our Official Servers. We will keep you informed as soon as we have more information available.


Changelog 0.11.57.02


Additions

  • Expanded upon the existing vomit system. Vomiting now has a variable cooldown as to prevent players from becoming "vomit locked" when attacked by groups of ceratosaurus', which would stop them from fighting back. Whenever a player vomits, they will also incur a vomit sickness state that lasts 5 minutes. While this state is active, nutrients cannot be gained from eating and there is a chance to vomit again while eating/swallowing food. Additional vomits during this time will cause the vomit sickness state duration to stack and increase. As before, stamina/hunger/thirst max values are decreased after vomiting, and interacting with a salt lick can remove these negative effects more quickly.


Enhancements

  • The vomiting animation will be prioritized over abilities and sprinting, but will still allow the player to walk/trot. This is to ensure that players can be seen visually vomiting instead of just suddenly receiving the debuff.
  • Adjusted the vomit revert value proportion over time.


Bug fixes

  • Fixed vomit decal trace.
Aug 31, 2023
The Isle - Punchpacket
Filipe - Lead Programmer
This month I have been working on several different things across various days/weeks, so I will mention the most important topics below:

  • Reworked the thrash abilities mouse detection, as there were issues with certain resolutions that prevented it from triggering.
  • The mutation system is in progress and new mutations have been implemented as their design has been approved. Alongside this, new UI alerts, panels and QOL messages are also being added.
  • Reworked the pachy headbutt hit detection for more accurate bone fractures, it was almost impossible to hit certain animals, especially the head.
  • Setup new SickState, from vomit, it now applies different rules making this a more robust mechanic, not only decreasing some statuses - This is being applied as a patch to the public, which you’ll learn more about in a future announcement..
  • Helped set up new playable dinosaurs with animations and made specific code changes necessary for some abilities to function properly.
  • Added Banana trees with bananas to be part of the new diets in Gateway.
  • New Locational Effects. These are new shader effects that are applied by the environment, such as being wet when entering water or during rain, mud, duckweed from swamps, dirt, dust, blood, etc. It is a complex system that allows those effects to dry, transition between and be fully dynamic.
  • Destructible fences. If the animal is big/strong enough, fences can be destroyed to create new entrances. These are different from the Physics Doors that you can push.
  • Pouncing. Besides some improvements and different methods of latching the attacker to the victim, I've also been working on a transition from Pounced to Pinned, with a variant in the middle for very big animals, more details soon.
  • Added skin variation to the saving and export button in the skin system, it was intentionally not added before, but by request we did now.
  • Balance changes implementations and several bug fixes.
That is it, see you guys next time.


dmIV - Programmer
Most of my month was spent working on herrerasaurus improvements and fixing climbing behavior in some of the more uncommon scenarios. It is now more reliable to latch on to the wall without aiming accurately and a proper landing indicator was set up instead of the testing visuals.

I also added a new drop attack, which is executed by holding RMB when falling on someone. This deals damage and can stagger or knock down depending on your falling velocity. Another unique feature involves the dewlap of the dinosaur. You will be able to hold F and press the left mouse button to send signals to other herrerasaurus’. This will be particularly useful for communicating without making a sound.




VisualTech48 - Environmental Artist
This month I have been focusing my work on getting humans up and ready more and more, by firstly finishing up both the Pistol and the Rifle to its key details.

The pistol is now fully complete and has an assortment of attachments, most of which can be fitted to any appropriate weapon, consisting of Laser, Red Dot, Flashlight and Silencer attachments.




Next up for the human arsenal is the Pump Shotgun, which will have its own set of attachments, but we will reveal as we go. For now I’m happy to announce its progressing really well, however, keep in mind this is heavily subject to changes, as it's only the “High-Poly” phase.





Lastly, a lot of focus has been on a bit more freedom and advancement towards the buildings in general. The following images were made as a proof of concept, to showcase one of the capabilities of the kit, in which you can see a really “quick” and “dirty" rundown of a simple room.




I’ll be expanding on this kit furthermore, however, only after the shotgun is done, to feature more pieces to allow even more freedom. I’ll share just an example of a quick floor layout for the expanded kit. That is what I can reveal so far. See you next month!




Wedge - Sound Designer
This month I’ve been focused on wrapping up remaining sounds left for Dilo and Diablo in their adult stages, as well as refining, reworking or improving upon existing sounds as I test them. The only exceptions to sounds complete are what’s needed for their unique mechanics, i.e. venom and sparring respectively.

Dilo’s remaining vocals had included its pinned, pounced, eating, thrashing and courting sounds. I’m particularly fond of its chilling screams for the pinned and pounced, created from a blend of Bird and Loris screeches, glass squeaks and warping metal tones.

Diablo’s remaining sounds had included its pinned and courting as well as generic breaths and grunts to be used in animations like sniffing as well as for filling gaps where needed. Its court sounds are a playful mix of chirps, rumbles and hoots to coordinate with its movements. With these two mostly wrapped up for now I’m looking forward to moving on from these two creatures and onto the next soon!

I have also been making little improvements when and where I can, some examples include adding landing foley sounds when jumping or dropping on to your feet and some attacks as well, finalized moving calls and primary attacks to a new audio system, and calls only start becoming hoarse at half stamina instead of full now.

Bryan - Animator
I’m itching to get back to working on the Rex and eventually Triceratops, but this month it’s been all Diabloceratops, Dilophosaurus, Herrerasaurus and John Cake.

Diablo is a pretty big project, it’s sparring ability is pretty complex and demands a lot of animations, and tweaks to those animations down the line so they look the best they can in-game.

Dilo got some updated Alt attacks as well, a bit more responsive and vicious than the first iteration. I always enjoy the freeze frames on these.




hypno - QA Lead
We have started the process of sending out invitations to successful stress tester applicants. If you have not yet received an invitation, do not fret, as we are sending them in waves due to the sheer number of those that applied. This process may take some time yet and is also dependent on the content that is being tested. We need to ensure that the servers are filled to maximum capacity for the entire duration of the tests but also give everyone an ample chance to access the new content.

The QA team has had its hands full testing all of the following: Diabloceratops, Dilophosaurus, Herrerasaurus, Gateway, Migrations, and Mutations. While we will not be introducing all of the aforementioned in a single update, we have been able to report issues for them as an ongoing effort as opposed to trying to focus on one mechanic only when it’s complete. As mentioned in my last devblog post, the changes to our roadmap allow us to send each mechanic as its complete as its own update.

The diabloceratops sparring mechanic is coming along well. The ability to strafe in combat while other species cannot will bring a new complexity to our combat that hasn’t been touched on before in The Isle. Where some players would run past a target to attack them from the rear, the diabloceratops is able to simply step sideways at decent speed to stop them in their tracks and bring them a swift end. Sparring with another diablo has not been finalized, so I will refrain from going into any further details about it for now.

Dilophosaurus’ hallucination has not been touched on much in other devblogs or shown, but I can confidently say that this has been one of the most enjoyable mechanics to test as of late and I personally believe this mechanic will make it a fan favorite. The current prototype prevents targets from seeing past a certain distance with a fog effect, and also causes temporary dilo AI to spawn and run towards its target before disappearing. This prototype may not be reflective of its complete state, but it is already proving to be very effective in both combat and bringing some much-needed horror elements to the game. It is especially effective at night time and very humorous to witness a player swinging away at a target that isn’t there.

Herrerasaurus’ climbing and “divebomb” attack is the most complete of the new species mechanics. Taking the pteranodon’s clinging to a whole new level, the ability to climb up almost any surface and drop down onto unsuspecting prey has been thrilling to experience. The attack scales with both the velocity of the character and the size of the herrerasaurus, allowing for some fun interactions. As this attack requires a fair bit of planning and skill to pull off, it will definitely need further balancing to ensure that it’s both rewarding but also not being overpowered. Currently, I believe that an adult herrerasaurus will be able to instantly kill an adult dryosaurus with a far enough fall, and deal a large amount of damage to an adult omniraptor. We will be playtesting this further in stress testing to find the best values though.

Gateway and migrations will introduce a far more interesting experience to all of our characters, humans included. With different biomes to explore and a plethora of POIs, no two places look the same. There are areas that have been exclusively made for creatures of various sizes, including but not limited to juvenile sanctuaries that can be used as a safe haven from the much larger species on the island. Migrations pushing the different species around the island in a controlled manner will also help to deter issues such as megapacking that plague Spiro.

Finally, mutations have brought in a mechanic that could make every single lifecycle a different experience for the player. Being able to adjust your character’s statistics, characteristics, and attune them to the various environments in the game has been very intriguing so far. For example, if you enjoy living in a coastal environment away from all the chaos in the denser areas of the island, you could find that performing certain actions there would allow you to drink from the nearby saltwater. There are many other mutation options that will be available with the mechanic's release and I hope you look forward to discovering more for yourself. This system will play a vital role with introducing Elders to the game, rounding out the dinosaur’s mechanics and gameplay loop as a whole.




Aug 1, 2023
The Isle - Punchpacket
dmIV - Programmer
In my completely biased opinion I must say that this has been one of the best months I’ve had working on the game. The time finally came for me to continue working on the herrerasaurus. There had been a few times when I experimented with it due to the pteranodon’s latching for example, but I can focus more on the movement and agility now.

The climbing system is made up of several parts. First, there’s moving the character along the wall and there’s always room for improvement on this one. There are two actions that can happen related to this, climbing up a ledge and climbing down from a ledge into climbing mode, the latter being difficult as the character has to turn around and align itself to the wall.

Aiming your jumps is very important when playing as a herrerasaurus, so we added indicators that tell the player where you would land when jumping. You can hold the right button when standing or climbing, then press space to jump there. Jumping this way when standing in place will let you jump forward instead of straight up, this is extremely useful when jumping from branch to branch.

Speaking of branches, when walking on our largest trees the herrerasaurus will automatically follow them to avoid falling from a potentially lethal height. This one took quite some time to figure out, but it makes moving around much more convenient, so I’m glad with how it turned out.


All these come together very nicely, here’s a little teaser in its current unpolished state. Most animations are also just placeholders for now:




Wedge - Sound Designer
This month I’ve mostly been continuing to flesh out the vocal palette for Dilophosaurus, using the calls as a baseline for both aggressive and non-aggressive sounds. The low gurgling defined in its broadcast and attract have both been adapted as well as used to influence new sounds, including more sounds for idle and generic uses, along with drinking, wallowing, resting, sniffing.

The harsher shrieks from its threaten and danger calls have been a good reference to expand its sounds, particularly its attacks and various pain sounds, including death, pounced etc. I’ve also created the first sound that will be part of a suite of sounds for its venom ability, 3 very low and menacing hoots bookended by its signature gurgles, coming together to give the feeling of a mocking yet chilling laugh as it plays with its prey. This sound (among others), in theory, will be manipulated from the perspective of the prey to move around the spatial field, disorienting players that have fallen victim to this creature's venom.

I’ve also done some preliminary work on the Herrerasaurus. Its vocal calls have been set up with some alterations to the exports to facilitate the correct sound when the layers are passed through the various attenuation and processing. I’ve also done a first pass on adding footsteps and foley sounds to its animations. Finally I’ve started recording, editing and processing foley sounds for its climbing. So far only sounds for climbing trees have been done and they are in an iterative phase with the mechanic still undergoing work, however adding these sounds helps to define how this ability is going to feel as it progresses.

I’ve also been working on some bug fixes for issues related to calls distant reverb/delay as well as how vocals behave when performed in water


Seiza - Video Editor
I've started creating the control rigs for our characters. They will help me create more detailed animations in the UE5 sequencer and also help me make the animation transitions a bit cleaner. I will certainly tweak the implemented IK system and gizmos a few more times until they fit perfectly for my work.



I've also started to create a sort of console-style in After Effects to begin capturing the “Apollo Engineering software.” This style will surely be with us more often and can be used in many ways. We've already used it in the Roadmap video, but trailcam videos or introductory templates for "found footage" could also be presented with this design.

In general, the goal of this new format is to get closer to the atmosphere of the lore, and I'm excited to see what we can do with it in the future.




Tapwing - 2D Artist
This month, I’ve been mostly occupied with environment concepts of internal lab designs and icon work - creating cerato and troodon prototypes of our games logo (as a mini celebration for some of our new releases).

Cerato’s design was pretty straight forward since its skull is fairly distinct on its own.
However, Troodon came off a tad generic with just the usual skull pose; but it did give me an opportunity to try a version with multiple skulls to showcase the swarm gameplay-style of the animal. Hopefully these shake out to be something final that you all can see soon!


Amar0k - Programmer
This month I spent some time on bug fixes, AI, and the addition of server whitelisting. Workshopping the base dinosaur AI has been heaps of fun. The base logic of tenontosaurus is mostly complete. They can be solitary or have their own AI groups they stick to. Anything further may spoil the magic, but it’s already capable of providing some exciting fights with players. I hope to get carnotaurus and omniraptor up and running shortly, too.


Bryan - Animator
Been spending a lot of time with John Cake lately. He might come across as a bit of a showoff but he’s actually a pretty chill dude even if he doesn’t talk much. Thinks he’s still gonna be a guide on some island safari tour, dunno where he got that idea though, something about a book he read. I haven’t had the heart to tell him what his actual job is gonna be.

Aside from rigging up John Cake so we can do some of our own in-house animation, I’ve been working on the T. rex and Diabloceratops this month and Trike is finally all rigged up and ready to receive new animation. The T. rex has new locomotion for all of it’s growth stages as well, it’s a pretty big departure from the legacy animations, even the growth is different, it’s practically a whole new beast.

Herrerasaurus finally got a skeleton as well, had to grow some backbone to do all that climbing and jumping it’ll be doing and next I’ll be working on its climbing animation, touching up the prototype and placeholder animations with some more final animations for its debut.


hypno - QA Lead
With our recent change to the roadmap and how we approach game updates, the majority of QA’s time was spent focused on validating bug fixes for the latest patch that introduced server whitelisting. We also used this time to address some of the balance concerns that were prevalent in Update 6.5, including vomit preventing movement and an input lockup that occurred if a target was knocked down while pouncing on a character.

Talking of balance; now that we have moved away from larger updates and instead pushing out content as and when it’s ready, we are working on a new process for how we handle balance changes so that they can be provided much more frequently in accordance with your feedback. We hear your concerns about the ceratosaurus “vomit lock”, whereby a group of ceratosaurus’ will continuously bite a target, forcing it to vomit nonstop, preventing it from defending itself. This is not an intentional feature of the ceratosaurus’ kit and will be addressed as soon as possible, though it will require a rework of vomiting in general so expect to see more information on that when we have a solid direction that we want to take it in.

A few more known issues include the loss of player characters and both omniraptor and troodon pounce not “connecting” with a target, usually resulting in death. These are marked as high priority on our bug tracker and are actively being investigated by our programmers. A big thank you to those of you that have been reporting these issues.

QA have already started testing some of the upcoming playables in our latest builds and they are coming along very well, particularly the herrerasaurus with its unique ability to climb surfaces, as you may have seen already in dmIV’s post.

As many of you well know, the stress testing team applications were reopened recently and resulted in an astounding 1,400 submissions. These are currently being reviewed and successful candidates can expect an invitation to our new stress testing discord server very soon. We appreciate your patience and understanding in this matter.


KissenKitten -Producer
The wheels have been churning around here all month. Fixing various issues and gearing up for a tonal shift in the game. I’ve been moving from dept to dept making sure everyone has what they need to swing for the fences. Hopefully there will be some homeruns in it for us and you.

The herrerasaurus has been coming along quite nicely. It’s been gaining in fun factor around here for a bit now. It will be a lot of fun seeing how you all like it and how many of you are going to plummet to your deaths. Practice, patience and prayers. But overall you’ll be able to make a leap of faith with a fair amount of surety.

The diablo and dilo have also been getting their special abilities implemented and tested. So we can shift the prototypes to their final form. Diablo is moving pretty good currently but needs a few tweaks to really make it something special. Hopefully resulting in some moments that feel good to play with as well as against. Dilo also seems to be heading in the right direction. Our intentions being to make it every bit as fear inducing as it used to be but modernized.

If all that weren’t enough, the rex is growing in power each day. I’m so excited to see what an apex can really do. But anyway, that’s all for now. I look forward to seeing you all over on Gateway.




Jul 21, 2023
The Isle - Punchpacket
Changelog 0.11.54.12

Additions
  • Added server whitelists - Details below

Enhancements

  • Various adjustments to improve accuracy of directional attacks
  • Fixed locomotion input locking during vomiting
  • Improvements to spectator mode update rates
  • Added the missing hint for the 3x carb diet combination

Bug fixes

  • Fixed the input lockup when a character is knocked down during a pounce
  • Fixed players being shielded from attacks if they are standing on a corpse
  • Fixed being able to interact with already swallowed actors
  • Fixed omnivore diets ignoring carnivorous diet requirements
  • Fixed the carb diet spending more stamina instead of spending less
  • Fixed gallimimus paranoia audio playing in all biomes instead of just the jungle
  • Fixed corpses not floating to the top of water
  • Fixed gallimimus mobilization vocals playing indefinitely when sprinting and causing other vocals to become blocked
  • Fixed pounce sometimes causing the target to always buck if the buck input was pressed as the pouncer was dismounting

Server Whitelisting

Server owners can enable whitelists by adding bServerWhitelist=true under the TIGameSession section of the Game.ini file.

In the same file, add each Steam64 ID using: WhitelistIDs=71231XXXXXXXXXXXX under the TIGameStateBase section.

Once enabled, only IDs in that list will be able to join the server. Server admins will be able to join regardless of if they are on the whitelist or not.

Example below:

[/script/theisle.tigamestatebase]
WhitelistIDs=71231XXXXXXXXXXXX
WhitelistIDs=71231XXXXXXXXXXXX
WhitelistIDs=71231XXXXXXXXXXXX

[/script/theisle.tigamesession]
ServerName=Server Name
MaxPlayerCount=50
bServerNesting=false
bAllowReplay=false
bServerWhitelist=true
Jun 30, 2023
The Isle - Punchpacket
FTessaro - Lead Programmer
Most of the month was focused on getting 6.5 out of the door. It entailed an array of bug fixes, balance adjustments and subtle refinements to nearly every game mechanic. We also invested significant effort in server-side optimizations to bolster performance. With the update now live, my attention has shifted back to the main branch, where I am actively working on enabling the migration system for rigorous QA testing. Furthermore, I’m also working on new playable dinosaurs such as the dilophosaurus, which involves implementing mechanics and animations associated with them.

In addition, I’m refining the pounce ability to achieve a smoother visual when latching onto targets. Modifications are also being made to the pachy’s headbutt attack to enhance its precision when inflicting fractures. Looking ahead, our primary focus is centered on developing the next set of updates, which will introduce our new map, Gateway. Perks are in progress already and should evolve fast as the team convenes to finalize their design.


dmIV - Programmer
A lot of my work was for update 6.5, so there’s not much I can say about it you haven’t already seen or experienced. I made various finishing touches to the new dinosaurs, such as improvements to beipi’s buoyancy and animations, making the gallimimus forage frogs and crabs more reliably, adding a defense buff to the ceratosaurus when it’s chuffing around corpses. I’m really happy to see the update making its way to people’s hands. I enjoyed working on the beipiaosaurus in particular, so it’s great that the players are having fun with it as well.

Other than that I have been working quite a bit on the diabloceratops recently. There are several different interactions happening as part of the sparring system, so I have my hands full. It’s in a fairly rough state at the moment, but things are starting to take shape, so I’m excited to see how the community will feel about it.

I often record videos for internal showcases and I have some for the beipiaosaurus, which I thought would be interesting to show. You’ve already seen what the final product looks like, so here’s a behind the scenes look at how we got there:









Amar0k - Programmer
As the others have mentioned lots of work to get the 6.5 update out most of my work has been related to the engine update and improvements to the back-end services we use for our deployment pipeline. I have been working on easy anti-cheat and monitoring its performance over the last month. I won’t go into too much detail but I can tell you there has been significant improvement in this area and it’s working quite well. We don’t tolerate cheaters and we are doing everything we can to prevent them from ruining the game for everyone else.

I have been running some hotfixes this week to fix some issues with RCON, queuing and the server list. RCON has had some new commands added like being able to update the playable classes. Queueing is now live on all of our official servers and whilst it seems to be behaving for most people we are aware of an occasional issue where you might still get the “Server is full” message after joining. I have been working on a new server scheduler which manages our official servers and restarts. This system restarts the servers on a 12 hour cycle and will show a 5 minute restart warning.

Some more changes to AI and its base behavior has been well defined now. We will be rolling some more dangerous AI critters out with Gateway. I look forward to seeing that, it’s always a pleasure watching players fight Boars. Deer will start to spawn in small herds with fawns and will regroup together if they are separated during an attack. Rabbit burrows can be destroyed to bring out a hiding rabbit. We have noticed AI will tend to end up around the jungle areas making them difficult to find so I have been working on a new movement system for how the AI will traverse the map and flee from predators.

That’s about it for me this month. I hope you have all been enjoying the 6.5 update. It's been a blast for me. Till next time.


Wedge - Sound Designer
This month, aside from the work put towards polish of 6.5’s audio and with the majority of diabloceratops’ adult vocalizations complete, my focus has turned to dilophosaurus. A lot of time has been spent experimenting on this creature's sound design, aside from the signature low trill that the community all knows and loves, it did not really have much of a defined sonic identity beyond that.


To address this I first created something new and wholly unique and interesting for the remaining calls that I did not complete last month as these sounds would define how I approach the rest of dilo’s sounds. The danger and threat calls’ main elements consist of a variety of pitched down bird shrieks as well as piercing sounds created from source such as metal creaks, bowed styrofoam, Aztec death whistles etc. These shrill sounds are underpinned by gurgling roars and fluttery hisses, coming together to create terrifying screams that will cut through the night time ambience instilling fear into its prey. Like the broadcast and attract, the generic call has largely remained the same as its legacy version with the exception of being improved upon, accentuating the more alien qualities of this sound.

With its vocal identity clearer I was then able to use the ideas and source material laid out through the calls to aid me through the process of creating other sounds for it. It’s mellower sounds such as when drinking, courting and wallowing use the gurgling, squelching, chirping, trilling and clicking, while its more aggressive actions such as attacks and pain sounds use the shrill shrieking, piercing screams and gnarly growls to display this predators’ horrifying prowess. There’s still plenty left to do for the dilophosaurus but I’m happy with how this creature's sound is coming together.


Bryan - Animator
It’s been a busy month for sure. Couple tweaks here and there on the ceratosaurus alt attack to make it more responsive, the last few animations on dilophosaurus and also finishing up herrerasaurus attacks and locomotion.

However, the time has come for tyrannosaurus and triceratops. I’ve been looking forward to working on trike again and giving it a real nice tune-up. First thing first though, it needs a rig update, those puppet strings haven’t been serviced since before Legacy if memory serves, so it’s getting a thorough update before we dive into animation. Rex got the same treatment already and it is a real terrifying chungus.

No, I won’t be streaming the rex, but I’ve already completed the new locomotion for its different growth stages. I’m super happy with how it’s turning out and I think you’ll find it to be far more interesting than its Legacy counterpart. Next time you see the rex it’s probably gonna be chomping you down, so don’t get too eager.


VisualTech48 - Environment Artist
Gun Month. And bug fixing. That is the overall summary of this amazing month. I’ve been tasked with getting our beloved humans some weapons, starting with our own version which mostly is based on the M24, a lever action bolt rifle, with a vast amount of attachments.

As I’ve been tasked with making weapons, we’ve set some standards regarding both rails, and the attachment system overall. The rail size will be uniform, meaning in the long run, that any attachment that makes sense will be interchangeable with weapons.

Back to the rifle, it's been designed to hold those attachments, and grant you a 8x scope that will help your “hunting.”





We also have a pistol that is a combination of a few designs overlaid on the framework of a P226 derivative. Now this is still in the works and is subject to changes, but here is the progress so far:






And that is pretty much it besides an array of bug fixes, and getting some stuff in order.


Tapwing - 2D Artist

What if baryonyx was bigger and had a pelican jaw? Well you get The Isle’s version of suchomimus.

With it being one of those animals that shares so many design features with other dinosaurs of ours, it was tricky coming up with unique scenes for sucho. At the end of the day I decided to focus on two main features: A wading lifestyle and its pelican pouch of a mouth.

Navigating more freely through shallow water and muddy terrain, Sucho could utilize mud as a defense against egg stealing creatures, rendering the would-be thieves into an easy to catch snack. Now when it comes to sucho’s jaws, while they might not pack the biggest punch, they can really pack it away. Holding extra food or carrying water over to give hatchlings a worry-free drink, those jaws allow it to carry more than most.

So keep your distance if you're smallish in size. What suchomimus can scarf down might surprise you.


KissenKitten - Producer
This month has flown by and as the others have mentioned it was 6.5 focused. It is currently live and in your hands at long last. Definitely took longer than we would have liked. Engine upgrades and Murphy’s law saw to that. But we’re over that bridge and now preparing to cross the next one. There are new playables on the horizon in the Diabloceratops, Dilophosaurus, Herrerasaurus and Tyrannosaurus Rex. Each at varying stages of completion and each ushering in some new mechanics we hope you’ll enjoy as much as you’ve been enjoying the most recent additions. We’re pulling out all the stops to make sure when you play as these creatures, it feels impactful, immersive and an experience unique to The Isle. Do keep in mind the Tyrannosaurus Rex is currently planned to be available as a playable on community servers only, not officials.

As was mentioned when we first made the hard decision to recode the game from scratch, essentially making a second game, we wanted to focus on mechanics before playables. To avoid bloating the roster and forcing us to retcon them all to fit each new mechanic. Which can take far longer, end up being severely watered down and in many instances, become impossible to do (see: Legacy). So a few years, a lot of hard work, heartache, dedication and a pandemic later and we’re finally ready to start implementing more playables. It is not lost on myself or the team as a whole that regardless of any reasoning or justifications, you guys want playables. Period. Straight like that. Now that we’ve gotten what we needed mostly out of the way, playables you shall have.

The animation team has grown a fair amount over the past few months with each new member learning the ins and outs of what it takes to make a creature for the game. From the artistic eye necessary to create the motions, to the technical limitations we have to abide by, to the creative drip that’s demanded to make a creature shine in The Isle. They’re soaking it all in and exceeding my expectations. So I am personally excited to get more playables in your hands and see what types of experiences you are able to craft with them and how they stack up to the already established roster. Be on the lookout for the new roadmap that will be coming soon and shed more light on our plans for the future as we shift our eyes towards Gateway and the reality of the original vision for The Isle taking shape. Bye for now.









Jun 23, 2023
The Isle - Punchpacket
Dinner for four.

Experience the shift to Unreal Engine 5 with the overdue 6.5 update. Discover the ravenous appetite of the Ceratosaurus, a predator and scavenger capable of gorging itself on decaying corpses to inflict devastating bacteria-infected wounds. Immerse yourself in the aquatic realm alongside the Beipiaosaurus, as it breaches the water's surface with grace and dives for prey along the riverbeds. Unite your flock and sprint across the plains as the Gallimimus, the embodiment of speed and finesse. But beware, when night falls the horde stirs. Troodons are cunning predators armed with venomous strikes that leave their prey vulnerable.



If you encounter client performance issues, it's highly recommended that you wipe your Config folder.
  1. If running The Isle, exit the game.
  2. Open File Explorer.
  3. Click the address bar at the top.
  4. Type %localappdata% then press Enter.
  5. Find "TheIsle" folder. Open it.
  6. Open the "Saved" folder.
  7. Delete the "Config" folder. Note: This will reset any of your custom settings to their defaults.
  8. Start the game.

Changelog 0.11.53.07


Additions

  • Upgraded project to Unreal Engine 5
  • Converted Spiro from World Composition to World Partition (for the first and last time)
  • Added playable omnivores category
  • Added beipiaosaurus as a playable class
  • Added ceratosaurus as a playable class
  • Added gallimimus as a playable class
  • Added troodon as a playable class
  • Added foraging mechanics to beipiaosaurus and gallimimus
  • Added unique bleed modifiers to all attacks
  • Added dryosaurus dodge "charges" instead of consuming its stamina
  • Added the option for server admins to enable/disable certain species via the admin panel. This will save automatically to the server config files and can also be adjusted there
  • Added replay system. F2 ingame to start/stop recording on servers that have the system enabled (bAllowReplay=true in Game.ini). Replays must be a minimum of 5 seconds and cannot be viewed until 30 minutes has passed
  • Added new graphics settings menu
  • Added new skin colors for carnotaurus / hypsilophodon / pteranodon / omniraptor / tenontosaurus
  • Added support for individual leg fracture regen so it heals only if resting
  • Added sounds to hypsilophodon hatching animation
  • Added new deinosuchus fast waterwalking animations
  • Added ability to hear vocals in spectator mode
  • Added blunt impact sound to pachycephalosaurus' alt attack
  • Added diet bleed resist to malnutrition.
  • Added pteranodon left and right skimming animation when turning
  • Added new omniraptor lunged animation loop
  • Added fall damage to mud
  • Added camera offset when resting/sleeping
  • Added red color to a couple debuff diet status
  • Added grab hint for gore
  • Added a different hint for not being able to swallow if the amount of food would cause you to vomit
  • Added small and tiny jump foley sounds
  • Added support for different, front/back footprint scales, made tenotosaurus front footprint slightly bigger
  • Added boar pinned and bucking sounds
  • Added LODs to gore meshes
  • Added new birds erupt wingbeats sound
  • Added physics to tail when poucing a large target
  • Added new dirt, mud, sand and grass vfx
  • Added new hint for grabbing corpses underwater for deinosuchus
  • Added scalable body splash sfx
  • Added corpse dragging sfx
  • Added new swim fast and slow water vfx
  • Added a modifier for characters to have a different carry weight threshold
  • Added physics sleep system to gore for performance
  • Added new sounds to juvenile tenontosaurus drink animations
  • Added new carnivore grab soundcues
  • Added carnivore grab notifies to drag grab animations
  • Added "hold" to accept group call message
  • Added pounce points to compsognathus AI
  • Added condition to use high eat animations when eating fruits from the tree
  • Added condition to stop eating if corpse is dragged away
  • Added seaturtle animations and setup new movement
  • Added timer using notify state on grab animations for herbivores
  • Added pounce points to crabs and frogs. Added their missing animations
  • Added missing animations to goats and rabbits
  • Added sound for animals passing through most types of foliage
  • Added "commands" to RCON command list


Enhancements

  • Updated all carnivore diets
  • Big improvements to spatialisation on both dinosaur and animal vocals
  • Setup new nightvision range values due to Spiro lighting changes
  • Made alt attacks be used by default when not sprinting, added settings toggle
  • Made deinosuchus water sense ignore underwater characters
  • Prevented deinosuchus from sprinting when holding a character with its lunge on land
  • Made salt lick remove vomit debuff over time instead of all at once. Allowed input release to interrupt the ability
  • Enabled head tracking while carrying something
  • Updated player spawns and plant spawns
  • Disabled charging for hatchling carnotaurus
  • Improved juvenile carnotaurus run footstep sync
  • Tweaked tenotosaurus pounced animation sounds
  • Removed tail drag sound from juvenile deinosuchus run
  • Corrected stegosaurus walk and trot footstep sync
  • Allowed dryosaurus dodge when carrying something
  • Increased boars aggressiveness for relationship algorithm
  • Increased scavenger AI spawn range, AI improvements to boar
  • Adjusted bucking stamina damage to decrease based on pouncer growth
  • Improved alt bite sound sync and improved broadcast and death sound
  • Set deinosuchus to be knockdown immune
  • Changes to pachycephalosaurus headbutt regarding head fracture against carnotaurus charge
  • Greatly reduced the wind sway on vines
  • Disabled spawning footprints when in mud
  • Adjusted lunge location point and rotation
  • Adjusted carnotaurus and tenotosaurus pounce sockets
  • Prevented players from pouncing a target that is being lunged
  • Reduced air control based on scale
  • Disabled pteranodon latching when not flying
  • Changed dryosaurus rest end transition blend
  • Added proportional food value to represent bone amount when corpse is swallowed
  • Made tenontosaurus tail attack hitbox extend below the ground to make the attack more reliable
  • Adjustments to sounds being occluded by water
  • Updated and add a few more pounce points on dinos
  • Adjusted growth based gravity scaling
  • Adjusted heart and intestine ragdoll settings
  • Changed respawn values for mango and coconut trees
  • Adjusted carno charge hitbox width
  • Adjusted deinosuchus swallow curve
  • Slide dust and blood drip vfx updated
  • Updated pteranodon run cycle UI animation to match ingame animation
  • Adjusted underwater ocean ambience volume
  • Increased schooling fish hit chance to 100%
  • Updated deer vocal sounds
  • Updated hypsilophodon and compsognathus ragdolls
  • Adjusted deer vocals volume, adjusted footsteps volume
  • Improved audio latency settings, increased reverb amount for medium animal call attenuation
  • Improved drink vocals
  • Improved pteranodon wing flaps velocity base volume, pitch modulation and notify sync
  • Made lunge clear target value if hitting a target that was already lunging or lunged
  • Made root plants expire after a while once dug up and not eaten
  • Boar aggression range slightly increased
  • Adjusted footstep soundclasses volume
  • Changed blend in amount for lunge shore animation
  • Improved medium breath sounds and medium flesh bite sound
  • Made salt licking loop the animation
  • Adjusted volume and blend of drag sound cues
  • Made full body to partial body animation transition slower, especially for quadrupeds
  • Edits to character shader instances
  • Forced organs to rotten on spawn if source corpse is rotten
  • Changed headbutt launch direction calculation
  • Made death sounds to set age parameter
  • Disabled some eating hints for hatchlings
  • Made blood clot UI more obvious
  • Increased volume of omniraptor begging sounds
  • Corrected Omni adult bite sound pitch
  • Improved sounds on all hatching animations
  • Adjusted boar movement
  • Changed attenuation on boar attack
  • Made carnotaurus not a cannibal anymore
  • Prevented hatchlings from catching schooling fish, unless deinosuchus
  • Prevented grab hint if skeleton is underwater
  • Disabled hypsilophodon spit for hatchlings
  • Made lunge and ram not stagger targets
  • Reduced knockdown duration from 2.1s to 1s
  • Adjusted blood percentage icon
  • Updated deer animation system
  • Slowed deer AI sprint speed
  • Underwater post process material changes
  • Made latched pouncer to disengage if target is pinned by another pouncer
  • Made sure logout does not call load title map more than once
  • Lowered Cinematic settings to Epic.
  • Improvements to lunge floor detection on release a player
  • Reduced volume of medium body splash sound
  • Improved deinosuchus grab sounds and jaw sound size scaling
  • Setup lunge animation for deer AI
  • Improvements to anti hack
  • Improved carnotaurus charge breaths
  • Adjusted boar pounced animation
  • Improved tiny and small footstep attenuations
  • Updated skin preview map
  • Adjusted logic for deciding normal or high eating animation
  • Adjusted tiny footsteps volume curve
  • Balanced crossfades, modulations and volume of all footsteps
  • Finalized frog animations
  • Improved pachycephalosaurus vs pachycephalosaurus headbutt sound attenuation
  • Made weight calculation to increase stamina cost of pounced target bucking while having pouncers latched
  • Disabled headtracking during blinded animation
  • Improved physics when chunks are dropped
  • Added more pitch variation to deinosuchus' regular pain sound
  • Adjusted levels of land body impact sounds
  • Made all hatchling/juvenile attacks use smaller attenuation
  • Pitch and volume adjustments to herbivore diet sfx
  • Updated stegosaurus grazing animation
  • Adjusted deinosuchus bite and swallow volume
  • Made some minor corrections to pitch modulations for some drag loops
  • Made all juvenile sounds use smaller attenuation relative to adult
  • Adjusted pitch scaling for tiny sit and stand foley sounds
  • Improved tiny and small footsteps volume and crossfade balance over growth for medium/large creatures (e.g deinosuchus)
  • Reduced food amount received from schooling fish as deinosuchus
  • Made lunge speed boost only constant if holding the button
  • Set non-water footsteps to be occluded in water
  • Improved some deinosuchus, carnotaurus and modular grab/swallowing sounds
  • Changed hypsilophodon spit attenuation
  • Reduced volume of old sounds used for nest building
  • Minor tweaks to swallow sounds
  • Improvements to grab sounds
  • Adjusted instant movement stop when water boosting hit a shoreline
  • Updated river and swamp underwater materials
  • Improved deino submerging animation, swimming angle after stopping movement
  • Made lunge water boost speed to last as input is hold.
  • Adjusted small and medium gore sounds
  • Increased occlusion filter frequency on a few attenuations
  • Made characters uncrouch in knee deep water
  • All footsteps vfx set to render distance
  • Adjusted math for eat low/mid and high animations
  • Adjusted spectator mode teleport to be more accurate
  • Adjusted lunge collision trace
  • Adjusted South East location on Spiro to be closer to swamp
  • Small change to fruits base to avoid them despawning early
  • Amphibian AI now wander if they are not near water
  • Reduced scavenger AI spawn distances
  • Adjusted seaturtle pounce point and added missing animations
  • Changed frog idle anim to still for corpse, dragged and lunged
  • RCON now accepts multiple packets on the same connection
  • Increasd RCON buffer size


Balance

Global Mechanics

Staggers

Staggers removed from all attacks except the following:
  • Tenontosaurus tail slam
  • Tenontosaurus rear kick
  • Carnotaurus charge
  • Pachycephalosaurus 360 attack
Knockdown
  • Knockdown recovery time reduced across the board
Night Vision
  • Night vision ranges all adjusted across the board
Diets
  • All carnivore diets updated with the addition of the new characters

Carnotaurus

Special Ability: Charge
  • Charge Hit trace size reduced.
  • Activation cost set to 10%
  • Stamina cost per second no longer scales with growth
  • Knockdown threshold reduced slightly
Movement
  • Acceleration rate reduced
  • Subadult sprint speed scale reduced
Bucking
  • Stamina damage reduced
Deinosuchus

Special Ability: Lunge
  • Recovery time of lunge stagger increased substantially
  • Sprinting disabled when holding a character on land
Water Sense
  • Will now only detect players on the surface of water
Movement
  • Subadult speed modifier decreased
Hunger
  • Consumes food faster, resulting in it needing more food to be sustained
Dryosaurus

Special Ability: Dodge
  • No longer uses stamina, instead uses charges
  • Max stored charges set to 2
  • Charge recharge time set to 10 seconds
  • Cooldown set to 1.5 seconds
Turn Rates
  • Turn rate cap increased
Hypsilophodon

Turn Rates
  • Default turn rate increased
  • 180 turn rate increased
  • Turn rate cap increased
Pachycephalosaurus

Special Ability: Ram
  • Tap Knockdown threshold reduced
  • Tap Ram stagger threshold reduced
  • Held Ram Knockdown threshold reduced
  • Held Ram stagger threshold reduced
Omniraptor

Special Ability: Pounce
  • Stamina damage against moving targets now scales with growth
  • Pounce miss animation removed
Turn Rates
  • Turn rate cap increased
Stegosaurus

Bucking
  • Stamina damage reduced
Tenontosaurus

Special Ability: Tail Slam
  • Tail slam damage reduced
Bucking
  • Stamina damage reduced

Bug fixes

  • Fixed several issues related to UE5 engine upgrade
  • Fixed spawn crash when multiple people spawn at same time in same area
  • Fixed server crash when attacking Rabbit borrow
  • Fixed amphibious and aquatic spawns not spawning on mostly land bounds
  • Fixed lunge latency when dropping target
  • Fixed foliage hit dismount for omniraptor pounce being only client side
  • Fixed omniraptor scaling issues
  • Fixed swallow issue that caused despawn issues
  • Fixed impale causing stego input issues and allowing the player to grab corpses
  • Fixed pachycephalosaurus vomit animation issue
  • Fixed footsteps being inaudible from behind
  • Fixed deinosuchus jaw audible underwater
  • Fixed juvenile deinosuchus water attack duplicate jaw sound and splash vfx issue
  • Fixed deinosuchus sounds playing when underwater in rivers
  • Fixed carnotaurus charge animation blending
  • Fixed issues with nest placement
  • Fixed chunks not being destroyed if swallow is interrupted during animation
  • Fixed hitting pounce/lunge on any potential target that may be already pouncing
  • Fixed sliding sometimes auto-cancelling
  • Fixed landing animation when jumping into mud
  • Fixed pachycephalosaurus graze animation speed
  • Fixed boar root motion
  • Fixed stomach alert for deinosuchus
  • Fixed hypsilophodon eyebrows not having a default color
  • Fixed AI not having correct look pose values
  • Fixed issues when pouncing the same spot of a target as another player
  • Fixed DLSS settings not working correctly
  • Fixed wallow message not showing up if near water
  • Fixed NIS not applying on start up
  • Fixed pachycephalosaurus ram not working on foliage
  • Fixed admin panel bind error and fixed text box colors
  • Fixed spectator mode not showing AI sometimes
  • Fixed various gore ragdoll stretch issues
  • Fixed stomach content % hint not showing when hovered with cursor
  • Fixed carnotaurus t-pose if lunged when resting
  • Fixed carnotaurus charge against lunge causing the target to auto-walk
  • Fixed leg fracture healing if standing
  • Fixed vomit not reducing max hunger for diet values calculation
  • Fixed issues with meat chunk ragdolls when dropped
  • Fixed meat turning invisible or stuck in mouth if dropped when swallowiing and hit by a stun ability
  • Fixed dino profile max speed value being incorrect sometimes
  • Fixed not being able to toggle crouch while vocalizing
  • Fixed organs disappearing upon relogging, but were still interactable
  • Fixed pack scent not working
  • Fixed chat entry text color suddenly changing to black
  • Fixed stamina consumption when sprint flying downwards
  • Fixed stamina decay increasing instead of decreasing with certain diets
  • Fixed being able to get organs from corpses that are too heavy
  • Fixed organs food/nutrient amount per size
  • Fixed scent clouds lingering after they were supposed to disappear
  • Fixed various issues related to pounce interaction.
  • Fixed actors and gore clipping meshes during swallow
  • Fixed hypsilophodon aim particles not disappearing
  • Fixed being able to lunge multiple targets at once
  • Fixed not being able to perform vocals more than once while resting
  • Fixed juvenile jump heights
  • Fixed 3D preview only using juvenile animations
  • Fixed health decay not increasing if in malnutrition state
  • Fixed diet slots not respecting max amount set by vomit debuff
  • Fixed reverted blood resistence boost/debuff from diets
  • Fixed poucing a target already pouncing making them detach
  • Fixed dryosaurus rest to idle blend issue
  • Fixed blood scent clouds not disappearing
  • Fixed diet slots fill icon amount mismatched after vomiting from admin panel
  • Fixed carnotaurus charge crash
  • Fixed group leader not being set on server properly
  • Fixed jump sometimes not working
  • Fixed coconut eating closed condition
  • Fixed loaded nests not being set correctly
  • Fixed nest scavenger crash
  • Fixed wrong multiplier being used for growth
  • Fixed pounce animation interrupting once target is knocked down
  • Fixed swallow organs sometimes not giving the proper food/nutrient amount
  • Fixed overlap issues on underwater sound and pp for rivers
  • Fixed some graphics settings not reloading correctly
  • Fixed cooldown issue with drinking
  • Fixed cooldown on end for some abilities
  • Fixed pachycephalosaurus ram stopping mid-air sometimes
  • Fixed chicken LODs and updated ragdoll
  • Fixed socket issue client side
  • Fixed various issues with player group names
  • Fixed plants with roots showing the empty mesh version for a moment once the root is fully eaten
  • Fixed organs sometimes stretching on the floor when body is being dragged
  • Fixed boar animation when pinned
  • Fixed bypassing group limit with courted pairs
  • Fixed bleeding tooltip % not showing
  • Fixed some fall damage issues
  • Fixed various issues with ram, pounce and lunge
  • Fixed blood sometimes not updating the UI properly
  • Fixed material instance issue with growth
  • Fixed regenerating/decaying attributes not being clamped
  • Fixed not using LOD0 with low/medium view distance
  • Fixed organs stretching during corpse drag
  • Fixed nutrients not respecting hunger cap
  • Fixed fracture audio playing multiple times
  • Fixed foliage contact audio not playing correctly sometimes
  • Fixed animations not playing properly when pounce is interrupted by specific situations (such as knockdown or instant death)
  • Fixed footsteps notifies being named and velocity parameter being turned on incorrectly
  • Fixed multiple players being able to pick up gore or corpses
  • Fixed omniraptor, pachycephalosaurus, pteranodon and tenontosaurus drink animation loops
  • Fixed some drink montage issues
  • Fixed max stamina not respecting vomit debuff limit when growth tick applies
  • Fixed schooling fish falling through the ground
  • Fixed hungeroffset wrong calculation in swallow ability
  • Fixed boar hit reaction and attack
  • Fixed corpes sliding after a knockdown launch
  • Fixed deinosuchus quick get-up from resting animation stuttering
  • Fixed spectator mode showing invalid characters (such as logged out players)
  • Fixed rotation rate issue when moving after alt attacks
  • Fixed tiny body splash playing small sound
  • Fixed crash when logging sometimes
  • Fixed pteranodon not being able to peck while flying
  • Fixed gore rotten value not setting rotten state
  • Fixed juvenile hints related to not being able to grab and eat a closed coconut
  • Fixed organs pickup spawn not setting weight multiplier
  • Fixed lunge and pounce bleeding value
  • Fixed fall damage after client correction
  • Fixed stegosaurus impale issues
  • Fixed lunge not causing damage to an already lunging deinosuchus
  • Fixed pounce camera issues
  • Fixed blood decay not updating correctly
  • Fixed pounce hit impact animation overwriting pinned one sometimes
  • Fixed coconut hint not showing occasionally
  • Fixed character mesh scale sometimes being incorrect on death
  • Fixed some shader issues
  • Fixed some montages not looping correctly
  • Fixed some vomit montages playing full body
  • Fixed plants not updating mesh on begin play if dug already
  • Fixed drag loop in deinosuchus eat loop animation
  • Fixed graze not ending right after input release if near water source
  • Fixed small code mistake breaking dragging
  • Fixed meat chunks and organs not becoming rotten when they should
  • Fixed some vocal types of sound in animation not getting interrupted as they should
  • Fixed character spawn hitch
  • Fixed boar headtracking
  • Fixed boar alert mode loop
  • Fixed organ weight multiplication happening twice
  • Fixed pounce client jittering and stamina fall not reseting target state
  • Fixed carnotaurus charge speed and animation
  • Fixed issue with organ weight/food calculation
  • Fixed vocals not replicating properly
  • Fixed hatchling hatch body impact sound too heavy/loud
  • Fixed and improve salt lick sounds for all playables
  • Fixed deinosuchus jaw pop sound echoing
  • Fixed no audio when biting or swallowing as deinosuchus hatchling
  • Fixed deinosuchus juvenile having double vocals
  • Fixed stegosaurus impale making fruit/piece of plant disappear when carried
  • Fixed hatchlings being able to dig up plants
  • Fixed stamina reduction when trying to rest on top of a corpse
  • Fixed boar targeting corpses
  • Fixed deer targeting everything
  • Fixed draw distance value
  • Fixed radial impulse firing for organ that's not attached
  • Fixed never recovering from knockdown
  • Fixed fish movement
  • Fixed duplicated vocal audio for some species
  • Fixed apply button becoming hidden
  • Fixed settings saving before finishing applying some settings
  • Fixed corpses occasionally still being visible after swallowing them
  • Fixed corpses not being able to be picked up after it was carried in the mouth of a pteranodon that flew into the ground and died
  • Fixed stego call crossfades
  • Fixed graphics options value being reset in the UI
  • Fixed pounce checks to avoid specific interactions sometimes failing
  • Fixed balances to vocal calls
  • Fixed deinosuchus lunge body drop sound
  • Fixed carnivores not being able to get meat chunks or organs from corpses sometimes
  • Fixed medium sprint footsteps modulations and carnotaurus charge stomp layer
  • Fixed small walk/crouch attenuation issue
  • Fixed body splash sounds and water steps not firing correctly
  • Fixed tiny body splash not playing
  • Fixed underwater river PP not working sometimes
  • Fixed vocal and attenuation curves across the board
  • Fixed all vocals to sound hoarse at low stamina
  • Fixed carnotaurus charge sometimes consuming stamina when failing to activate
  • Fixed medium broadcast reverb coming in at close distance
  • Fixed crouching animation transition issue
  • Fixed footsteps being audible underwater
  • Fixed deinosuchus juvenile bite sound
  • Fixed duplicate pitch mod on medium sprint dirt and rock steps
  • Fixed vocal type sounds spam check not working correctly
  • Fixed oceans not blocking vocals underwater
  • Fixed large body drop on land sound
  • Fixed various issues related to carrying
  • Fixed deinosuchus bite crossfades
  • Fixed sprint footsteps spatialisation radius
  • Fixed blunt impact sound issue
  • Fixed no sound when eating in shallow water as juvenile deinosuchus
  • Fixed juvenile deinosuchus swallow sounds
  • Fixed juvenile carnotaurus attract core layer not playing
  • Fixed pounce end setting ability state back to none if player was pinned while latched
  • Fixed vocals not attaching to owner correctly
  • Fixed organs being destroyed if an actor was destroyed or turned to bones
  • Fixed corpses sometimes falling from mouth when grabbed/carried
  • Fixed chunks/organs/ragdolls falling through floor in some areas
  • Fixed vocals issue where another player can interrupt vocals
  • Fixed pawns not being destroy correctly server side if a player logged out while in spectator camera
  • Fixed sprint steps non-spatialised radius
  • Fixed pounce input lock
  • Fixed ragdolls reseting during carry/dragged causing issues of some recently spawned or stasis AI to fall from mouth
  • Fixed rivers not blocking vocals occasionally
  • Fixed tracked footprints being flipped and scaled incorrectly sometimes
  • Fixed and improved sniffing breath sounds
  • Fixed gore destroy time causing issues when something was recently dropped
  • Fixed gore latency issues on the client when they are destroyed
  • Fixed corpses being destroyed while being dragged/carried
  • Fixed camera offset for underwater sfx
  • Fixed pounce start animation not playing if already falling
  • Fixed being able to build nests underwater
  • Fixed schooling fish scale pulsating when caught sometimes
  • Fixed pressing G while pinned freeing the target
  • Fixed spectator mode widgets not updating in real time
  • Fixed online admin getter
  • Fixed debris causing issues
  • Fixed some sound cues not playing
  • Fixed certain vocals not working for specific sounds
  • Fixed pickup activation being possible if pounced
  • Fixed hypsilophodon blinded animation sounds
  • Fixed deinosuchus wateridle sounds being audible above water
  • Fixed swallow mechanic (visuals) not working on other clients sometimes
  • Fixed pickup interrupting movement even if there is nothing around to pickup
  • Fixed swallowing not destroying a corpse
  • Fixed player actor staying in game if the player disconnected while in spectator mode
  • Fixed certain fruit trees not respawning fruits over time
  • Fixed thrashed organs scaling incorrectly when spawning
  • Fixed deinosuchus lunge grabbing a target on the end of the ability
  • Fixed pickup end causing rotation rate to be 0 if player press G during pinned
  • Fixed attempt to replicate being deactivated when fruits or gore is picked up
  • Fixed deinosuchus not being able to start moving up/down while sinking
  • Fixed carbs causing stamina decay to increase instead of decrease
  • Fixed water culling trace not blocking on rivers
  • Fixed juvenile stegosaurus wallow sounds being incorrect
  • Fixed subadult pachycephalosaurus crouch animation looking strange visually
  • Fixed juvenile stegosaurus animation walk speed not matching how fast it was moving
  • Fixed lunge releasing target occasionally if going from water to land
  • Fixed deinosuchus camera clip when zoomed in and moving
  • Fixed deinosuchus dropping objects causing them to fall under the map
  • Fixed certain fruits not vanishing after being eaten completely
  • Fixed hatchling stego wallow body drops not audible
  • Fixed river culling vocals incorrectly sometimes
  • Fixed target animation lock at struggle if pouncer dies during pin action
  • Fixed hypsilophodon's mouth being open too wide when holding something while standing idle
  • Fixed camera offset when moving for deinosuchus being too high for hatchlings/juveniles and also to be avoided when swimming
  • Fixed scars disappearing when logging out
  • Fixed stomach giving the highest % nutrient of the player character instead of the target corpse when organ was pulled out instead of thrashed
  • Fixed rare/strange issue when chunks/gore get stuck on face for other clients
  • Fixed fruits not respawning at all if eaten from the tree
  • Fixed some material parameters not being set once replicated
  • Fixed issue if eating was canceled due to corpse dragged or carried
  • Fixed plants not replicating when dug up or eaten fully
  • Fixed targets becoming locked in pinned animation if pouncer died during the pin
  • Fixed bones showing as a nutrient icon
  • Fixed how plants verify used sockets for spawning fruits
  • Fixed animals injured animations not using normal locomotion ones to avoid then t-posing
  • Fixed tail physics not being disabled when sprinting at subadult stage
  • Fixed seaturtle idle look pose
  • Fixed being able to use deinosuchus alt attack with a leg fracture
  • Fixed deer lookpose causing jaw issues
  • Fixed fruits not be cleaned up on clients once destroyed
  • Fixed sounds with boar locomotion
  • Fixed interactor box scale during crouch
  • Fixed frog carried animation
  • Fixed rabbit carry position being wrong due to animation
  • Fixed idle special animations playing even if pinned
  • Fixed corpses resetting to non-fresh if eaten too fast
  • Fixed tiny slow swim sounds being occluded in water
  • Fixed mud body drop sounds occluded in mud pools
  • Fixed stamina decay not increasing during malnutrition
  • Fixed scavenger perception
  • Fixed an issue where scavengers would not always make it to carcass and would not flee from bigger characters
  • Fixed fruits auto fall timer being reset by auto respawn
  • Fixed fast moving clouds after death
  • Fixed footprints spawning when walking in water
  • Fixed lunge causing oxygen damage on surface or land
  • Fixed gore floor correction not detecting static meshes
  • Fixed swamp water on Spiro
  • Fixed coastal AI spawning in nesting grounds
  • Fixed chicken, crab and frog AI not reacting to players
  • Fixed boar and chicken health being incorrect
  • Fixed an issue with RCON not saving correctly

  • Fixed over 500 additional issues that were introduced with the new playable classes

Known Major Issues

  • Ceratosaurus charged bite audio is delayed
  • Organs, fruits and meat chunks can become uninteractable and stuck to the player's face if left too long before swallowed/dropped. Safelog to fix
  • Occasionally, a 2nd giant moon will appear in the sky that fixes itself after a few minutes
  • Elite fish will sometimes desync and appear to be flying. They are not interactable and will fix themselves when approached. This is usually caused by an admin being in spectator mode
  • Additional observation issues with admin spectator mode
  • Deinosuchus has an issue where dropping an organ or meat chunk causes it to return to the corpse it was pulled from
  • Corpses will occasionally be seen falling from the sky when first rendered
  • Group nametags will sometimes disappear and not return if you leave render distance of a player. Regroup to fix
  • Sometimes night vision does not work correctly underwater as deinosuchus and beipiaosaurus. Safelogging will fix this

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